To use it, move the script to the game/application folder and either drop the ReShade dll on it or manually select between D3D9, DXGI or OpenGL32.
You could theoretically use cd on Command Prompt instead of moving the script but I haven't tested it.

Creates a simple folder structure, a default preset file and skips the tutorial.
I have set custom color values, a dark theme if you will, on personal taste.
PNG screenshot format by default.

Old stuff for 3.0b4 and below:

Warning: Spoiler![ Click to expand ][ Click to hide ]

You can download it from pastebin: pastebin.com/b458UbMh (you can click 'download' to get it as a .bat file)

To use it you can drag and drop an executable on it or manually type-in it's name.

Be aware that the script will create the folders inside it's current folder, you could possibly modify this behavior by calling the script from a command line, where you can set the current directory manually with the cd command.

You could also supply the executable as a parameter as the script looks for the first argument passed to it, such as:create_reshade_enviroment.bat "C:\Program Files\Game\Game.exe"

Why did I make this? I wanted an easy and organized way to setup ReShade for any game quickly, you can notice this script also makes ReShade skip the tutorial by setting TutorialProgress=4 in the game configuration file at "%appdata%\ReShade".

Made a batch script to create a 3.0 "environment" 3 years 1 month ago #3

THANKS, man. But I still have some troubles. For instance, if i open a game configured with your .bat, open reshade overlay, the bar with preset file selection is grey (as it should be); when i go on settings and reset the tutorial, i select the exact same path and the bar is now red. Why?
Aaaand, how to use this? i dont understand how i am supposed to add effects, how to select them. Some images of you selecting preset file and some fx effects would be really nice.

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Made a batch script to create a 3.0 "environment" 3 years 1 month ago #4

Made a batch script to create a 3.0 "environment" 3 years 1 month ago #8

Every shader is compiled, no matter whether it is enabled or not. This takes a lot of time. I hope to implement some form of caching in the future or only compile shaders on-demand if the technique is enabled. As bopper2010 said, it's in beta.